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You are probably wondering why I had not made any updates to this blog in a shockingly long time.

The first issue was my current computer. After the keyboard appearing to work not properly, I decided to switch its operating system. Because my laptop computer was meant to use Windows 8 and 10, I spent weeks figuring out which operating system worked until Fedora seemed to be the solution.

The second issue was my knowledge of the Pico-8. Because I did not have that familiarity needed in working with the Pico-8, I spent my time studying the API and using a cheat sheet. After that, though, I need to play around with the Pico-8, then practice that knowledge in a more relaxed way before I can get to working on Re-Hoard again.

That is right; I am not working on Re-Hoard right away. Though I did get an answer to my question, the game proved to require knowledge that exceeds the knowledge I currently have or knowledge I can use directly after just playing around. I need to make an easier game before I can tackle Re-Hoard again.

This easier game is called Reckless Abandon.

On a different take from Re-Hoard, Reckless Abandon is more realistic and contemporary in one way, yet more mysterious in another way. The game has a raccoon explore an abandoned amusement park and discover what gadgets and history this place has. Instead of relying on “arcade action”, Reckless Abandon focus on the mood and setting. The gameplay is very simple where the raccoon just moves around and “uses” a few objects, therefore making a game that becomes (in theory) far easier to program.

I hope to release both Re-Hoard and Reckless Abandon before the Puerto Rico Comi-Con because that convention would make a great networking opportunity. I would also need to update the site and make some beautiful art, which means that I would have to go back to practicing art. In fact, I am worried that I would not release the games on time.

…then again, eevee made a game in the Pico-8 during a 72-hour Ludum Dare. More on that, we both have the advantage of having the games half-done already; eevee already had a fully-developed game engine while I already have fully-developed game concepts. (In fact, developing the concept of Reckless Abandon was part of the reason of my inactivity here!)

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In my last post, I talked about how I knew that I could handle the trials of game development.

The trials of deadlines, however, are another issue.

I always had problems with both initiative and general responsibility. In fact, these defects led me to terrible experiences when I was in my bachelor’s degree. Though, through my master’s degree, I eventually outgrew these issues by a large factor, I discovered a new issue with deadlines: stress. More spcifically, even when I do prepare and work responsibly, the presssures of the deadline on the normally difficult projects that I had to do, these projects having more complex depths than first glance, risked my health each time. In fact, I even had to be hospitalized one time.

My fear here is that these types of projects that overtly distress me, even if I thoroughly plan at the start and work on them a lot in a daily matter, would be the norm if I were to work in a software company, especialyy a company that sells electronic games.

In other words, I can handle game development, but I might not be able to handle corporate game development.

I guess that my decision to make my own business was the best fit to me. Because I am in charge of myself at my own company, Tinglar, I can set my working hours and take necessary breaks.

I fear that I would exaggerate the other way, though. More specifically, I fear that I would goof off and, subsequently, neglect the games that I am developing. The consequence would be my neglecting and disappointing my current and future customers. After all, I, a businessperson, have a responsibility to my customers!

Even so, I would rather have this burden to the customers than a burden to tough deadlines.